better level
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@@ -1,82 +1,123 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class LevelBuilder : MonoBehaviour
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namespace Code.Gameplay.Level
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{
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[Header("Tile Settings")]
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[SerializeField] private GameObject[] tilePrefabs;
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[SerializeField] private float tileLength = 6f;
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[SerializeField] private int numberOfTiles = 20;
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[SerializeField] private Transform playerTransform;
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[Header("Environment Settings")]
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[SerializeField] private GameObject[] treePrefabs;
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[SerializeField] private float sideOffset = 10f;
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[SerializeField] private float treeRandomSpread = 2f;
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private readonly List<GameObject> _activeTiles = new();
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private readonly List<GameObject> _activeEnvironment = new();
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private float _spawnZ;
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private void Start()
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public class LevelBuilder : MonoBehaviour
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{
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for (var i = 0; i < numberOfTiles; i++)
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[Header("Tile Settings")] [SerializeField]
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private GameObject[] tilePrefabs;
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[SerializeField] private float tileLength = 6f;
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[SerializeField] private int numberOfTiles = 20;
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[SerializeField] private Transform playerTransform;
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[Header("Environment Settings")] [SerializeField]
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private GameObject[] treePrefabs;
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[SerializeField] private float sideOffset = 10f;
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[SerializeField] private float treeRandomSpread = 2f;
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[Header("Obstacles Settings")] [SerializeField]
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private GameObject[] lowObstacles;
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[SerializeField] private GameObject[] highObstacles;
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[SerializeField] private GameObject[] movingLowObstacles;
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[SerializeField] private GameObject[] movingHighObstacles;
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[Range(0, 100)] [SerializeField] private int obstacleChance = 40;
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[SerializeField] private float laneDistance = 5f;
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private readonly List<GameObject> _activeTiles = new();
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private readonly List<GameObject> _activeEnvironment = new();
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private float _spawnZ;
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private void Start()
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{
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SpawnTile(i < 5 ? 0 : Random.Range(0, tilePrefabs.Length));
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for (var i = 0; i < numberOfTiles; i++)
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{
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SpawnTile(i < 10 ? 0 : Random.Range(0, tilePrefabs.Length), i >= 10);
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}
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}
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}
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private void Update()
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{
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if (playerTransform.position.z - 35 > _spawnZ - numberOfTiles * tileLength)
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private void Update()
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{
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SpawnTile(Random.Range(0, tilePrefabs.Length));
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DeleteTile();
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if (playerTransform.position.z - 35 > _spawnZ - numberOfTiles * tileLength)
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{
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SpawnTile(Random.Range(0, tilePrefabs.Length), true);
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DeleteTile();
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}
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}
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}
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private void SpawnTile(int tileIndex)
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{
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var tile = Instantiate(tilePrefabs[tileIndex], transform.forward * _spawnZ, transform.rotation);
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_activeTiles.Add(tile);
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private void SpawnTile(int tileIndex, bool spawnItems)
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{
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var tile = Instantiate(tilePrefabs[tileIndex], transform.forward * _spawnZ, transform.rotation);
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_activeTiles.Add(tile);
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SpawnEnvironment(_spawnZ);
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SpawnEnvironment(_spawnZ);
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_spawnZ += tileLength;
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}
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if (spawnItems)
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{
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SpawnObstacle(_spawnZ);
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}
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private void SpawnEnvironment(float zPos)
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{
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var envContainer = new GameObject("EnvGroup_" + zPos);
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envContainer.transform.SetParent(transform);
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_spawnZ += tileLength;
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}
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CreateTree(-sideOffset, zPos, envContainer.transform);
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CreateTree(sideOffset, zPos, envContainer.transform);
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private void SpawnObstacle(float zPos)
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{
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if (Random.Range(0, 100) > obstacleChance) return;
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_activeEnvironment.Add(envContainer);
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}
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var lane = Random.Range(-1, 2);
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var spawnPos = new Vector3(lane * laneDistance, 0, zPos);
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private void CreateTree(float xOffset, float zPos, Transform parent)
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{
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if (treePrefabs.Length == 0) return;
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var type = Random.Range(0, 4);
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var finalX = xOffset + Random.Range(-treeRandomSpread, treeRandomSpread);
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var finalZ = zPos + Random.Range(-treeRandomSpread, treeRandomSpread);
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var spawnPos = new Vector3(finalX, 0, finalZ);
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var prefab = type switch
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{
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0 => GetRandom(lowObstacles),
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1 => GetRandom(highObstacles),
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2 => GetRandom(movingLowObstacles),
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3 => GetRandom(movingHighObstacles),
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_ => null
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};
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var treePrefab = treePrefabs[Random.Range(0, treePrefabs.Length)];
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var tree = Instantiate(treePrefab, spawnPos, Quaternion.Euler(0, Random.Range(0, 360), 0));
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tree.transform.SetParent(parent);
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}
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if (prefab)
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{
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var obs = Instantiate(prefab, spawnPos, Quaternion.Euler(0, 180, 0));
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obs.transform.SetParent(_activeTiles[^1].transform);
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}
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}
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private void DeleteTile()
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{
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Destroy(_activeTiles[0]);
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_activeTiles.RemoveAt(0);
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private GameObject GetRandom(GameObject[] array)
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{
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return array.Length > 0 ? array[Random.Range(0, array.Length)] : null;
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}
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Destroy(_activeEnvironment[0]);
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_activeEnvironment.RemoveAt(0);
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private void SpawnEnvironment(float zPos)
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{
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var envContainer = new GameObject("EnvGroup_" + zPos);
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envContainer.transform.SetParent(transform);
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CreateTree(-sideOffset, zPos, envContainer.transform);
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CreateTree(sideOffset, zPos, envContainer.transform);
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_activeEnvironment.Add(envContainer);
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}
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private void CreateTree(float xOffset, float zPos, Transform parent)
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{
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if (treePrefabs.Length == 0) return;
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var spawnPos = new Vector3(xOffset + Random.Range(-treeRandomSpread, treeRandomSpread), 0,
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zPos + Random.Range(-treeRandomSpread, treeRandomSpread));
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var tree = Instantiate(treePrefabs[Random.Range(0, treePrefabs.Length)], spawnPos,
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Quaternion.Euler(0, Random.Range(0, 360), 0));
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tree.transform.SetParent(parent);
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}
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private void DeleteTile()
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{
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Destroy(_activeTiles[0]);
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_activeTiles.RemoveAt(0);
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Destroy(_activeEnvironment[0]);
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_activeEnvironment.RemoveAt(0);
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}
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}
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}
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@@ -0,0 +1,10 @@
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using UnityEngine;
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namespace Code.Gameplay.Level
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{
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public class MovingObstacle : MonoBehaviour
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{
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public float speed = 5f;
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private void Update() => transform.Translate(Vector3.forward * (speed * Time.deltaTime));
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 200a8834ca774fcaa01e325f2a8dd670
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timeCreated: 1772876845
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@@ -1,73 +1,76 @@
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using UnityEngine;
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public class PlayerController : MonoBehaviour
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namespace Code.Gameplay.Player
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{
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[SerializeField] private float forwardSpeed = 10f;
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[SerializeField] private float laneDistance = 3.0f;
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[SerializeField] private float jumpForce = 8f;
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[SerializeField] private float gravity = 20f;
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private int _targetLane = 1;
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private CharacterController _controller;
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private Vector3 _direction;
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private void Start()
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public class PlayerController : MonoBehaviour
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{
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_controller = GetComponent<CharacterController>();
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}
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[SerializeField] private float forwardSpeed = 10f;
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[SerializeField] private float laneDistance = 5f;
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[SerializeField] private float jumpForce = 8f;
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[SerializeField] private float gravity = 20f;
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D))
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private int _targetLane = 1;
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private CharacterController _controller;
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private Vector3 _direction;
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private void Start()
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{
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_targetLane = Mathf.Min(_targetLane + 1, 2);
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}
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else if (Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.A))
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{
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_targetLane = Mathf.Max(_targetLane - 1, 0);
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_controller = GetComponent<CharacterController>();
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}
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var targetPosition = transform.position.z * transform.forward + transform.position.y * transform.up;
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switch (_targetLane)
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private void Update()
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{
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case 0:
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targetPosition += Vector3.left * laneDistance;
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break;
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case 2:
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targetPosition += Vector3.right * laneDistance;
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break;
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}
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if (_controller.isGrounded)
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{
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_direction.y = -1f;
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if (Input.GetKeyDown(KeyCode.Space))
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if (UnityEngine.Input.GetKeyDown(KeyCode.RightArrow) || UnityEngine.Input.GetKeyDown(KeyCode.D))
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{
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_direction.y = jumpForce;
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_targetLane = Mathf.Min(_targetLane + 1, 2);
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}
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else if (UnityEngine.Input.GetKeyDown(KeyCode.LeftArrow) || UnityEngine.Input.GetKeyDown(KeyCode.A))
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{
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_targetLane = Mathf.Max(_targetLane - 1, 0);
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}
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var targetPosition = transform.position.z * transform.forward + transform.position.y * transform.up;
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switch (_targetLane)
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{
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case 0:
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targetPosition += Vector3.left * laneDistance;
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break;
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case 2:
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targetPosition += Vector3.right * laneDistance;
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break;
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}
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if (_controller.isGrounded)
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{
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_direction.y = -1f;
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if (UnityEngine.Input.GetKeyDown(KeyCode.Space))
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{
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_direction.y = jumpForce;
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}
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}
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else
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{
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_direction.y -= gravity * Time.deltaTime;
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}
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_direction.z = forwardSpeed;
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var diff = targetPosition - transform.position;
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var moveDir = diff.normalized * (25f * Time.deltaTime);
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var moveX = Mathf.Clamp(diff.x, -moveDir.magnitude, moveDir.magnitude);
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var finalMove = new Vector3(moveX, _direction.y * Time.deltaTime, _direction.z * Time.deltaTime);
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_controller.Move(finalMove);
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}
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else
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public void IncreaseSpeed(float amount)
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{
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_direction.y -= gravity * Time.deltaTime;
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forwardSpeed += amount;
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}
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_direction.z = forwardSpeed;
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var diff = targetPosition - transform.position;
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var moveDir = diff.normalized * (25f * Time.deltaTime);
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var moveX = Mathf.Clamp(diff.x, -moveDir.magnitude, moveDir.magnitude);
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var finalMove = new Vector3(moveX, _direction.y * Time.deltaTime, _direction.z * Time.deltaTime);
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_controller.Move(finalMove);
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}
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public void IncreaseSpeed(float amount)
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{
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forwardSpeed += amount;
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}
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}
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Reference in new issue
Block a user